It was a pleasure to give this game a try, and I got a good 1-2 hours of satisfying gameplay out of it. It's clear that there is an extremely solid foundation and I'm super excited to see if it's expanded on.
In terms of content, I think the visuals are very, very good (personally). All the character and clothing models are detailed and have physics that, while not over the top, play into the cartoonish style. Everything is well modeled and the in-world experience is cohesive and enjoyable to play. I found myself more than once stopping to drool over our protagonist in the different outfits found around the map
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Where the game could use some improvement is UI and replayability. With these two areas in need of improvement, it puts the game into 'impressive tech-demo' territory for me: extremely satisfying to play at first, but quickly running out of steam. In terms of UI, here's what I noticed:
					In terms of content, I think the visuals are very, very good (personally). All the character and clothing models are detailed and have physics that, while not over the top, play into the cartoonish style. Everything is well modeled and the in-world experience is cohesive and enjoyable to play. I found myself more than once stopping to drool over our protagonist in the different outfits found around the map
Where the game could use some improvement is UI and replayability. With these two areas in need of improvement, it puts the game into 'impressive tech-demo' territory for me: extremely satisfying to play at first, but quickly running out of steam. In terms of UI, here's what I noticed:
- Most egregiously is the clothing selection menu. A good concept in theory, it falls apart in execution. It uses a very clunky logic of cycling through all of the items in each limb / body part category. The problem is, changing the equipped item in one category can affect other slots if an item covers multiple body parts. When I managed to collect all the equippable items from the map (very fun!!), there were some coordinated outfits I simply couldn't equip because the process of cycling through certain categories always got overridden by another outfit.
- The only way to overcome this I found was to go and find the exact outfit items I wanted to equip, which sort of defeats the purpose of having the selection menu in the first place 
 
 - The only way to overcome this I found was to go and find the exact outfit items I wanted to equip, which sort of defeats the purpose of having the selection menu in the first place 
 - The tutorial text is just floating in the world permanently with no contextual interaction as of yet. I hope they did this as a placeholder assuming they're still working on control schemes, interactions, and other gameplay elements. A more immersive / fleshed out (yet optional) tutorial would really elevate the experience.
 
- I was able to softlock myself in an enclosed area of the garden. After accepting the doggy quest from one of the two quest NPCs which equips and locks a dog collar on you, I found some armbinders in that enclosed area. The armbinders are not just cosmetic. They are in fact fully functional and prevent you from scaling walls with them equipped (love that attention to detail 
). Unfortunately for me, I was unable to then unequip the armbinders and got the message that the dog collar prevented me from doing so.
 - Accepting both NPC quests at the same time prevented me from completing one of them. I finished the first one, but then the dialogue prompt was broken at the second one (even after I collected the requisite clothing items).